Maddened

“The Thing cannot be described - there is no language for such abysms of shrieking and immemorial lunacy, such eldritch contradictions of all matter, force, and cosmic order. A mountain walked or stumbled.

If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with rudimentary wings; but it was the general outline of the whole which made it most shockingly frightful.”
― H.P. Lovecraft, The Call of Cthulhu

Expanded Spell List

Your eldritch knowledge lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Maddened Expanded Spells
Spell Level Spells
1st Dissonant Whispers, Mind Sliver
2nd Calm Emotions, Detect Thoughts
3rd Sending, Water Breathing
4th Evard's Black Tentacles, Grasping Vine
5th Rary's Telepathic Bond, Telekinesis

Sanity Saving Throw

The curse of knowledge comes with many great strengths, but at times the weight can become too much to carry. Certain features of this subclass will force you to make Sanity Saving Throws. To make a Sanity Saving Throw, roll a d20 and add your Wisdom modifier, the DC for the roll is 10 + you Intelligence modifier.



Eldritch Knowledge

At first level, you learn to turn your madness into a weapon. Once per turn when you hit a creature with an attack or spell attack, you can attempt to invade their mind with eldritch knowledge. Make a Sanity Saving Throw, on a successful save deal an extra 1d8 + your Intelligence modifier psychic damage to the target, on a failed save take 1d4 psychic damage.

Mind of Lunacy

Beginning at 6th level, you’ve lost even more control of your mind that even your enemies have trouble affecting it. Whenever a magical source attempts to put you to sleep, charm you, or fear you, you can make a Sanity Saving Throw to avoid the effect, on a failed save take 1d4 psychic damage.

Echoes of Madness

Starting at 10th level, add your proficiency bous to Eldritch Knowledge's damage, and to your Sanity Saving Throw DC.

Whenever you fail a Sanity Saving Throw, the echoes of madness radiate in your mind. Regain a spell slot whenever you fail a Sanity Saving Throw, but double the negative effects of failed Sanity Saving Throws.

Terrifying Knowledge

Starting at 14th level, the next time you hit an enemy with Eldritch Knowledge it deals an extra 1d8 psychic damage. Additionally, if the target is a creature, it must make a DC 10 + your Intelligence modifier Wisdom Saving Throw or be frightened of you. As a bonus action, the creature can make the Saving Throw again to steel its resolve and end the effect.